﻿Shader "Water2D/water_mix"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_Color ("Color", color) = (1, 1, 1, 1)
		_MidVal("MinVal", range(0, 1)) = 0.1
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		Blend SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		ZTest Always
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			fixed4 _Color;
			float _MidVal;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				float4 col = tex2D(_MainTex, i.uv);  
				if(col.a>_MidVal){  
					// col.a=0.5;  
					// col.b=floor((col.b*10)*0.5)*0.5;
					col.a = floor((col.a*1000)*0.9);
					col.rgb = _Color.rgb;
					return col;  
				}  
				col=(0,0,0,1);  
				return col;  
			}
			ENDCG
		}
	}
}
